public void StartCutscene (CutsceneTypes cutsceneStarting)
	{
		currentCutscene = cutsceneStarting;
		numberOfReadyPlayers = 0;
		inCutscene = true;
		Transform waypointUsing = null;
		// Set up waypoints using for a cutscene if necessary.
		if(cutsceneStarting == CutsceneTypes.Run_In)
			waypointUsing = waypoints[0];
		else if(cutsceneStarting == CutsceneTypes.Run_Out)
			waypointUsing = waypoints[1];
		else if(cutsceneStarting == CutsceneTypes.Stage_Clear)
			waypointUsing = waypoints[2]; // Spot for player to run to before facing the camera.
		// Tell all players a cutscene is starting so they can do their own thing
		// for it.
		foreach(Transform player in Manager_Targeting.instance.playerTargets)
		{
			player.GetComponent<PlayerCutscene>().StartCutscene(cutsceneStarting, waypointUsing);
		}
		if(cutsceneStarting == CutsceneTypes.Run_Out)
		{
			// Disable the UI display and the camera's script when exiting a
			// scene.
			Manager_UI.instance.DisplayUI(false);
			Camera_BEU.instance.enabled = false;
			// The new scene will load after this gets called.
			Invoke("EndCutscene", 3);
		}
		// Tell the Manager_UI to start displaying the results.
		else if(cutsceneStarting == CutsceneTypes.Stage_Clear && !Manager_UI.instance.DisplayingResults)
			Manager_UI.instance.StartCoroutine("DisplayTheResults");
		if(currentCutscene != CutsceneTypes.Stage_Clear)
		{
			// Have the cutscene borders play their opening animation.
			if(cutsceneBorders && animCutsceneBorders)
				animCutsceneBorders.Play ("Open");
		}
	}
Example #2
0
	public void EndCutscene (CutsceneTypes cutsceneEnding)
	{
		_charStatus.InputChange (true); // Re-enable controls or AI.
		switch(cutsceneEnding)
		{
		case CutsceneTypes.Run_In:
			_charStatus.Vulnerable = true;
			break;
			// Update our stats for running out so that the Manager_Game can give
			// them back to us at the start of a new scene.
		case CutsceneTypes.Run_Out:
			if(_charStatus.PlayerNumber == 1)
				Manager_Game.StatsP1 = _charStatus.Stats;
			else if(_charStatus.PlayerNumber == 2)
				Manager_Game.StatsP2 = _charStatus.Stats;
            else if(_charStatus.PlayerNumber == 3)
                Manager_Game.StatsP3 = _charStatus.Stats;
            else if(_charStatus.PlayerNumber == 4)
                Manager_Game.StatsP4 = _charStatus.Stats;
			break;
		}
	}
Example #3
0
	// Called on us at the start of each cutscene. Play the correct
	// actions/coroutines for the cutscene.
	public void StartCutscene (CutsceneTypes cutsceneStarting, Transform waypoint = null)
	{
		_charStatus.InputChange (false); // Disable controls or AI.
		switch(cutsceneStarting)
		{
		case CutsceneTypes.Run_In:
		case CutsceneTypes.Run_Out:
			StartCoroutine(RunInOrOut(cutsceneStarting == CutsceneTypes.Run_In, waypoint));
			break;
		case CutsceneTypes.Stage_Clear:
			StartCoroutine(StageClear(waypoint));
			break;
		}
	}